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PURWARUPA SISTEM PEMANTAUAN POLUSI UDARA DI RUANG TERTUTUP MENGGUNAKAN PLATFORM THINGSPEAK Kemahyanto Exaudi; Nabillah Selva Setiawan; Aditya P P Prasetyo; Rossi Passarella; Huda Ubaya; Purwita Sari; Rido Zulfahmi; Roswitha Yemima Tiur Mediswati
Jurnal Teknologi Terapan Vol 9, No 2 (2023): Jurnal Teknologi Terapan
Publisher : P3M Politeknik Negeri Indramayu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31884/jtt.v9i2.412

Abstract

Smoking is an act of negligence that a person commits intentionally and causes personal harm. The habit of smoking has spread to children and adolescents. One of the health impacts of smoking is the smoke that is released. Therefore, cigarette smoke is categorized as one of the causes of air pollution. A bad habit that smokers do is smoking in a closed room with minimal ventilation. As a result, the air in the room is contaminated by harmful substances from cigarette smoke. This study aims to monitor the quality of air exposed to cigarette smoke in a prototype closed room and measure the effectiveness of sansevieria plants placed in the room to absorb cigarette smoke in real-time. Air quality is displayed in graphical form using the Thingspeak Platform. The stages carried out in this research are air quality detected using an MQ-7 sensor integrated with the MCU8266 WiFi Node, converting sensor data into smoke density values in units of PPM (parts per million), displaying air PPM graphs in real-time and displaying the absorption ability of sansevieria against air contaminated with cigarette smoke. The results prove that one pot of sansevieria plants (5 leaves) placed in a prototype room with a size of 70cm x 30cm x 45cm can absorb cigarette smoke within 1 hour 39 minutes. While for two pots of sansevieria plants (10 leaves), it takes 1 hour and 11 minutes. Visualization of the absorption graph and normalization of air in the room can also be monitored in real-time through the Thingspeak platform based on the smoke density value against time.
Scheduling Information System at SMA N 1 Madang Rasuan OKU Timur Dedy Kurniawan*; Rossi Passarella; Sutarno Sutarno; Ahmad Rifai; Rahmat Fadli Isnanto; Huda Ubaya; Kemahyanto Exaudi; Purwita Sari; Izzati Millah Hanifah; Tharisa Antya Perdani
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 8 No. 1 (2024): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v8i1.18009

Abstract

The development of technology and information systems is currently so rapid, especially after the corona pandemic era, everything began to use technological assistance, not spared until the elements of the school were required to use technology as a means of learning, one of the considerations of the school in using technology including as a schedule management system. In this website-based scheduling application system for SMAN 1 Madang Suku 1, the author and co-author create a scheduler application that can easily manage schedules that already have integrated data between subjects, teachers, majors, classes at school. the purpose of making this application system is to increase efficiency in the process of scheduling classes and rooms at SMA 1 Madang Rasuan OKU Timur, and also make it easier for students to access the required schedule so that the schedule does not have to be taken at school again. The final result of this research is to produce a web-based application program that can help teachers or school admins to create and manage subject schedules with a good appearance and equipped with various features so that the subject scheduling process becomes more efficient and organized.
PENGEMBANGAN SISTEM INFORMASI MANAJEMEN DATA KEPENDUDUKAN DESA GELEBAK DALAM KECAMATAN RAMBUTAN KABUPATEN BANYUASIN Sutarno Sutarno; Kemahyanto Exaudi; Rossi Passarella; Ahmad Rifai; Huda Ubaya; Dedy Kurniawan; Rahmad Fadli Isnanto; Purwita Sari
Jurnal Abdikom Vol 1 No 1 (2022): JURNAL ABDIKOM
Publisher : Fakultas Ilmu Komputer

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Abstract

Desa Gelebak Dalam memiliki luas wilayah 17.779 Ha dengan jumlah penduduk ± 2.100 jiwa dari 552 kepala keluarga. Pekerjaan utama masyarakat desa adalah bertani sawah. Selain itu budidaya ikan sungai dan perkebunan seperti jagung dan buah naga juga dilakukan oleh masyarakat setempat. Informasi ini diperoleh berdasarkan penjelasan perangkat desa tanpa bukti tertulis. Hal ini menyebabkan perangkat desa sulit untuk memetakan potensi sumber daya yang ada dan berakibat pada kurang tepatnya bantuan, penyuluhan dan pendampingan yang diberikan pemerintah maupun swasta untuk mengembangkan potensi desa. Tujuan pengabdian ini adalah menerapkan sistem e-government pedesaan yang dapat membantu perangkat desa dalam mengelola informasi yang berkaitan dengan administrasi kependudukan, surat-menyurat, data sumber daya dan potensi desa, serta pelaporan informasi yang dapat membantu pemerintah mengambil keputusan dalam perencanaan pengembangan desa. Tahapan pelaksanaan kegiatan ini menggunakan metode FAST yaitu survei dan diskusi di desa, analisa permasalahan dan kebutuhan desa, menentukan model bisnis sistem, analisa kebutuhan sistem, serta pengembangan dan implementasi sistem. Hasil akhir dari kegiatan pengabdian ini adalah masyarakat desa dapat dengan mudah dan cepat memproleh informasi secara transparansi. Potensi desa dapat ditingkatkan dengan penyuluhan yang tepat sasaran melalui rekomendasi data sistem. Perangkat desa dapat mengelola dan menemukan data kependudukan dengan mudah melalui sistem database yang terpusat.
Implementasi Scoreboard Digital untuk Pertandingan Bulutangkis pada Gedung Olahraga Fasilkom Unsri Berbasis Teknologi Wireless Kemahyanto Exaudi; Sarmayanta Sembiring; Aditya P.P Prasetyo; Rahmat Fadli Isnanto; Huda Ubaya; Ahmad Zarkasi; Adi Hermansyah
Jurnal Abdikom Vol 1 No 2 (2023): Jurnal Pengabdian Kepada Masyarakat Bidang Ilmu Komputer (ABDIKOM)
Publisher : Fakultas Ilmu Komputer

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Abstract

Implementasi Scoreboard pada lapangan bulutangkis sangat penting bagi para pemain maupun penonton didalam suatu pertandingan. Scoreboard memiliki peran penting dalam memberikan informasi angka yang diperoleh untuk menentukan yang menang dan kalah. Fasilkom Unsri memiliki gedung olahraga baru dengan fasilitas lapangan bulutangkis berstandar internasional. Namun perhitungan skor-nya masih menggunakan metode manual. Tujuan pengabdian ini dilakukan adalah untuk mewujudkan lapangan bulutangkis Fasilkom memiliki sistem perhitungan skor menggunakan Scoreboard digital berbasis wireless. Metode yang digunakan adalah dengan memberikan pelatihan langsung kepada para penggiat olahraga bulutangkis dalam menggunakan Scoreboard digital. Sistem Scoreboard digital ini terdiri dari dua bagian utama, yaitu Scoreboard digital berbasis wireless sebagai informasi skor perolehan dan aplikasi skor yang diaplikasikan oleh wasit menggunakan smartphone. Berdasarkan hasil pengabdian yang telah dilakukan menunjukkan bahwa Scoreboard digital ini berhasil diimplementasikan dengan baik dan memberikan dampak positif terhadap permainan bulutangkis di gedung olahraga fasilkom. Hal ini dibuktikan dengan semakin banyaknya pengguna lapangan bulutangkis di gedung fasilkom, sehingga dibutuhkan pembagian waktu penggunaan bagi yang ingin bermain bulutangkis.
Implementation of Fisherface Algorithm for Eye and Mouth Recognition in Face-Tracking Mobile Robot Ahmad Zarkasi; Huda Ubaya; Kemahyanto Exaudi; Ades Harafi Duri
Jurnal Ilmiah Teknik Elektro Komputer dan Informatika Vol. 10 No. 3 (2024): September
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jiteki.v10i3.29266

Abstract

Facial recognition is an artificial intelligence algorithm that distinguishes one face from another by capturing facial patterns visually. This recognition specifically detects and identifies individuals based on facial features by scanning the entire face. Several methods are used for facial detection, including facial landmarks points, Local Binary Patterns Histograms (LBPH), and Fisherface. In the context of this research, Fisherface is used to reduce the dimensionality of facial space in order to obtain image features. The method is insensitive to changes in expression and lighting, leading to better pattern classification and making it suitable for implementation on mobile devices such as robot vision. Therefore, this research aimed to measure the response time speed and accuracy level of pattern recognition when implemented on mobile robot devices. The results obtained from the accuracy testing showed that the highest accuracy for face detection process was 90%, while the lowest was 78.3%. In addition, the average execution time (AET) for the fastest process was 1.63 seconds and the slowest was 1.72 seconds. For pattern recognition, the statistics showed 90% accuracy, 100% precision, 81.81% recall, and F-1 score of 89.5%. Meanwhile, the longest execution time was 0.084 seconds and the fastest was 0.064 seconds. In face tracking process, the mobile robot movement was based on real-time pixel sizes, determining x and y values to produce the center of face region.